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Physics.CapsuleCastAll

public static function CapsuleCastAll(point1: Vector3, point2: Vector3, radius: float, direction: Vector3, distance: float = Mathf.Infinity, layermask: int = DefaultRaycastLayers): RaycastHit[];

Parameters

point1 The start of the capsule.
point2 The end of the capsule.
radius The radius of the capsule.
direction The direction into which to sweep the capsule.
distance The length of the sweep.
layerMask A Layer mask that is used to selectively ignore colliders when casting a capsule.

Returns

RaycastHit[] An array of all colliders hit in the sweep.

Description

Physics.CapsuleCastのようですが、この関数はヒットした全ての情報を取得します

Casts a capsule against all colliders in the scene and returns detailed information on each collider which was hit. The capsule is defined by the two spheres with radius around point1 and point2, which form the two ends of the capsule. Hits are returned all colliders which would collide against this capsule if the capsule was moved along direction. This is useful when a Raycast does not give enough precision, because you want to find out if an object of a specific size, such as a character, will be able to move somewhere without colliding with anything on the way. Notes: The capsule cast does not work against colliders configured as triggers. If you move colliders from scripting or by animation, there needs to be at least one FixedUpdate executed so that the physics library can update it's data structures, before a capsule cast will hit the collider at it's new position. See Also: Physics.SphereCast, Physics.CapsuleCast, Physics.Raycast, Rigidbody.SweepTest.

	function Update () {
		var hits : RaycastHit[];
		var charCtrl : CharacterController = GetComponent(CharacterController);
		var p1 : Vector3 = transform.position + charCtrl.center + 
					Vector3.up * (-charCtrl.height*0.5);
		var p2 : Vector3 = p1 + Vector3.up * charCtrl.height;
		// Cast character controller shape 10 meters forward, to see if it is about to hit anything
		hits = Physics.CapsuleCastAll (p1, p2, charCtrl.radius, transform.forward, 10);

		// Change the material of all hit colliders
		// to use a transparent Shader
		for (var i = 0;i < hits.Length;i++) {
			var hit : RaycastHit = hits[i];
			var renderer =  hit.collider.renderer;
			if (renderer) {
				renderer.material.shader = Shader.Find("Transparent/Diffuse");
				renderer.material.color.a = 0.3;
			}
		}		
	}